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authorCampbell Barton <ideasman42@gmail.com>2019-03-08 01:29:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-08 01:50:00 +0300
commit8f817de0cbef41dac81e6c7665ada509c3fe2988 (patch)
tree0802c3287116ce0bf600adc4bed8cba31cfc97b1 /source/blender/blenkernel/intern/sound.c
parente68ac2827dd4f8ad346011a8a408b342e2718707 (diff)
Cleanup: use plural names for Main lists
Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning.
Diffstat (limited to 'source/blender/blenkernel/intern/sound.c')
-rw-r--r--source/blender/blenkernel/intern/sound.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/sound.c b/source/blender/blenkernel/intern/sound.c
index f344a524dc5..c909f00702d 100644
--- a/source/blender/blenkernel/intern/sound.c
+++ b/source/blender/blenkernel/intern/sound.c
@@ -91,7 +91,7 @@ bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, b
BLI_path_abs(str, BKE_main_blendfile_path(bmain));
/* first search an identical filepath */
- for (sound = bmain->sound.first; sound; sound = sound->id.next) {
+ for (sound = bmain->sounds.first; sound; sound = sound->id.next) {
BLI_strncpy(strtest, sound->name, sizeof(sound->name));
BLI_path_abs(strtest, ID_BLEND_PATH(bmain, &sound->id));
@@ -192,7 +192,7 @@ static void sound_sync_callback(void *data, int mode, float time)
struct Main *bmain = (struct Main *)data;
struct Scene *scene;
- scene = bmain->scene.first;
+ scene = bmain->scenes.first;
while (scene) {
if (scene->audio.flag & AUDIO_SYNC) {
if (mode)
@@ -606,7 +606,7 @@ void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
{
struct Scene *scene;
- for (scene = main->scene.first; scene; scene = scene->id.next) {
+ for (scene = main->scenes.first; scene; scene = scene->id.next) {
BKE_sequencer_update_sound(scene, sound);
}
}
@@ -686,7 +686,7 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
}
animation_playing = 0;
- for (screen = bmain->screen.first; screen; screen = screen->id.next) {
+ for (screen = bmain->screens.first; screen; screen = screen->id.next) {
if (screen->animtimer) {
animation_playing = 1;
break;
@@ -883,8 +883,8 @@ void BKE_sound_update_scene(Main *bmain, Scene *scene)
float quat[4];
/* cheap test to skip looping over all objects (no speakers is a common case) */
- if (!BLI_listbase_is_empty(&bmain->speaker)) {
- BKE_main_id_tag_listbase(&bmain->object, LIB_TAG_DOIT, true);
+ if (!BLI_listbase_is_empty(&bmain->speakers)) {
+ BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true);
for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
for (base = view_layer->object_bases.first; base; base = base->next) {